nightshade 0.8.0

A cross-platform data-oriented game engine.
Documentation
struct WaterMaterial {
    base_color: vec4<f32>,
    water_color: vec4<f32>,
    wave_height: f32,
    choppy: f32,
    speed: f32,
    freq: f32,
    specular_strength: f32,
    fresnel_power: f32,
    volume_shape: u32,
    volume_flow_type: u32,
    volume_size: vec3<f32>,
    is_volumetric: u32,
    flow_direction: vec2<f32>,
    flow_strength: f32,
    _flow_padding: f32,
};

struct WaterInstance {
    model_0: vec4<f32>,
    model_1: vec4<f32>,
    model_2: vec4<f32>,
    model_3: vec4<f32>,
    material_index: u32,
    _pad0: u32,
    _pad1: u32,
    _pad2: u32,
};

struct MeshBounds {
    center: vec3<f32>,
    radius: f32,
};

struct DrawIndexedIndirect {
    index_count: u32,
    instance_count: atomic<u32>,
    first_index: u32,
    base_vertex: i32,
    first_instance: u32,
};

struct CullingUniforms {
    frustum_planes: array<vec4<f32>, 6>,
    object_count: u32,
    _pad0: u32,
    _pad1: u32,
    _pad2: u32,
};

struct WaterObjectData {
    instance_index: u32,
    mesh_id: u32,
    batch_id: u32,
    _padding: u32,
};

@group(0) @binding(0)
var<storage, read> instances: array<WaterInstance>;

@group(0) @binding(1)
var<uniform> culling: CullingUniforms;

@group(0) @binding(2)
var<storage, read> mesh_bounds: array<MeshBounds>;

@group(0) @binding(3)
var<storage, read> object_data: array<WaterObjectData>;

@group(0) @binding(4)
var<storage, read_write> indirect_commands: array<DrawIndexedIndirect>;

@group(0) @binding(5)
var<storage, read_write> visible_indices: array<u32>;

@group(0) @binding(6)
var<storage, read> materials: array<WaterMaterial>;

fn sphere_in_frustum(center: vec3<f32>, radius: f32) -> bool {
    for (var index = 0u; index < 6u; index++) {
        let plane = culling.frustum_planes[index];
        let distance = dot(plane.xyz, center) + plane.w;
        if distance < -radius {
            return false;
        }
    }
    return true;
}

@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let object_index = global_id.x;

    if object_index >= culling.object_count {
        return;
    }

    let object = object_data[object_index];
    let instance = instances[object.instance_index];
    let bounds = mesh_bounds[object.mesh_id];
    let material = materials[instance.material_index];

    let model = mat4x4<f32>(
        instance.model_0,
        instance.model_1,
        instance.model_2,
        instance.model_3
    );

    let scale_x = length(vec3<f32>(model[0][0], model[0][1], model[0][2]));
    let scale_y = length(vec3<f32>(model[1][0], model[1][1], model[1][2]));
    let scale_z = length(vec3<f32>(model[2][0], model[2][1], model[2][2]));
    let max_scale = max(max(scale_x, scale_y), scale_z);

    var visible = true;

    if material.is_volumetric == 0u {
        let local_center = vec4<f32>(bounds.center, 1.0);
        let world_center = model * local_center;
        let world_pos = world_center.xyz;
        let bounding_radius = max_scale * bounds.radius;
        visible = sphere_in_frustum(world_pos, bounding_radius);
    } else {
        let half_size = material.volume_size * 0.5;
        let volume_radius = length(half_size);
        let world_pos = vec3<f32>(model[3][0], model[3][1], model[3][2]);
        let bounding_radius = max_scale * volume_radius;
        visible = sphere_in_frustum(world_pos, bounding_radius);
    }

    if visible {
        let batch_id = object.batch_id;
        let write_index = atomicAdd(&indirect_commands[batch_id].instance_count, 1u);
        let first_instance = indirect_commands[batch_id].first_instance;
        visible_indices[first_instance + write_index] = object.instance_index;
    }
}